#type vertex
#version 330 core

layout(location = 0) in vec3 a_position;
layout(location = 1) in vec4 a_color;

out vec4 v_color;
uniform mat4 viewPreject;
void main(){
    v_color = a_color;
    gl_Position = viewPreject * vec4(a_position,1.0);
}

#type fragment
#version 330 core
layout(location = 0) out vec4 color;
in vec4 v_color;
void main(){
    color = v_color;
}

